Moskva
Revision as of 04:20, 15 February 2019 No change. Force re-categorization. | Revision as of 08:20, 19 February 2019 AA Guns Modification 1 | |||
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* '''Slot 1''': {{Main Armaments Modification 1}} | * '''Slot 1''': {{Main Armaments Modification 1}} | |||
* '''Slot 2''': {{Damage Control System Modification 1}} | * '''Slot 2''': {{Damage Control System Modification 1}} | |||
? | * '''Slot 3''': {{AA Guns Modification | + | * '''Slot 3''': {{AA Guns Modification 1}} | |
* '''Slot 4''': {{Damage Control System Modification 2}} | * '''Slot 4''': {{Damage Control System Modification 2}} | |||
* '''Slot 5''': {{Concealment System Modification 1}} | * '''Slot 5''': {{Concealment System Modification 1}} |
Revision as of 08:20, 19 February 2019
220 mm/65 on an SM-6 mount3 х 3 pcs. |
Rate of Fire5.8 shots/min. |
Reload Time10.35 sec. |
Rotation Speed5.5 deg./sec. |
180 Degree Turn Time32.73 sec. |
Firing Range19.44 km. |
Maximum Dispersion167 m. |
HE ShellHE-23 |
Maximum HE Shell Damage3,100 |
Chance of Fire on Target Caused by HE Shell17 % |
Initial HE Shell Velocity985 m./s. |
HE Shell Weight176 kg. |
AP ShellAP-23 |
Maximum AP Shell Damage5,800 |
Initial AP Shell Velocity985 m./s. |
AP Shell Weight176 kg. |
130 mm/60 on a BL-109A mount4 х 2 pcs. |
Firing Range7.3 km. |
Rate of Fire15 shots/min. |
Reload Time4 sec. |
HE ShellHE-42 |
Maximum HE Shell Damage1,800 |
Initial HE Shell Velocity950 m./s. |
Chance of Fire on Target Caused by HE Shell8 % |
130 mm/60 on a BL-109A mount4 х 2 pcs. |
. . . Average Damage per Second111.6 |
. . . Firing Range5.7 km. |
45 mm SM-20-ZIF mount6 х 4 pcs. |
. . . Average Damage per Second123.6 |
. . . Firing Range3.51 km. |
25 mm 110-PM on a 4М-120 mount6 х 4 pcs. |
. . . Average Damage per Second50.4 |
. . . Firing Range3.09 km. |
Maximum Speed34.5 knot |
Turning Circle Radius1 050 m. |
Rudder Shift Time10.9 sec. |
Surface Detectability Range17.46 km. |
Air Detectability Range9.38 km. |
Moskva — Soviet special premium Tier X cruiser.
A ship designed and intended to destroy light enemy cruisers and fight against heavy cruisers (Project 66). Unlike her foreign counterparts, she boasted bigger dimensions and better armor protection. The cruiser's main battery surpassed foreign guns in maximum range and destructive power but had a lower rate of fire.
Modules
Compatible Upgrades
Slot 1 |
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Slot 2 |
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Slot 3 |
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Slot 4 |
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Slot 5 |
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Slot 6 |
Player Opinion
Performance
At the peak of the Russian cruiser line, Moskva is considered to be more of a battleship than a cruiser. As the first heavy cruiser in the entire line and given her traits, her playstyle is very unique compared to most cruisers of its tier, given the difficulty of controlling the ship.
Moskva to many players can be considered a contradicting ship. While having only a slightly larger caliber than the standard 203mm/8" gun caliber of most heavy cruisers, Moskva’s main batteries have a long base range of 19.4km, with her HE shells’ capabilities similar to that of the IJN heavy cruisers, and AP shells comparable to a battleship’s in terms of raw damage and penetration; it is quite possible to citadel battleships below 10 km. She has a respectable belt and bow plating of 50mm for a cruiser, protecting her from even Yamato’s shells, which have the best penetration capabilities of all AP shells, when properly angled. In addition, Moskva has a high base top speed of 34.5 knots, and has the largest base health of the tech tree cruisers, comparable to a Tier VIII battleship. However, Moskva is not without significant weaknesses.
Given the size of Moskva, she has the worst concealment of all cruisers, equal to that of Yamato’s. This makes her easily avoidable for most destroyers, given that her radar range is that of the typical VMF 11.7km. In addition, while Moskva has a 50mm belt plating, she also has an extremely high citadel section. Moreover, she has a horrendous turning circle radius of 1000m, making sharp turns impossible and hard to port or starboard potentially very punishing. She also has the worst anti-aircraft suite of any Tier X cruiser; while she has good long range AA when you build for it (captain skills and upgrades), she has so few that a couple of HE salvos mean that your AA will be immediately neutered; taking Defensive Fire is at best used for self defense. This means that, when coupled with her large turning circle radius, she will be easily punished by opportunistic enemy battleships or heavy cruisers. These flaws mean that poor positioning is generally a death sentence; even though Moskva seemingly has significantly better survivability than most cruisers, an enemy team can quickly eliminate you if they can concentrate much of their firepower upon you.
Overall, Moskva is a double edged ship. On one hand, her armor, firepower, and survivability make her practically a battlecruiser in a cruiser slot, favoring good players and proper positioning. On the other hand, her large profile, clumsy handling, poor AA, and high citadel means that bad players will have a hard time if they play too arrogantly. In short, Moskva is a well suited ship to claim the top tier spot for the Russian line; Tame her power and she will serve you well, but if you are unworthy she will be a stronger enemy than the opponent.Pros:
- Huge amount of HP, equivalent to Tier VIII battleships.
- Longest gun range of any cruiser in the game, which can be boosted to 22.6km with the right equipment modules.
- Fast, at 34.5 knots top speed.
- Powerful guns, able to even citadel battleships at close range with AP, while setting a lot of fires as well with HE.
- Guns have the fastest velocity for main battery, at 985 m/s, means you will land hits even at maximum range.
- Despite the description of "lower rate of fire", Moskva’s guns actually fire faster than her predecessor.
- Angling with the bow is very easy to achieve, and her deck armor is enough to bounce most shells with proper angling.
- Armor is actually decent for a Russian cruiser, you can shrug off hits from long range if you maneuver.
Cons:
- Massive size for a cruiser; as large as some battleships.
- Turns slowly, actual turning circle is over 1000 meters.
- Anti-aircraft defense is bad, use Defensive Fire as much as you can.
- Turrets can break very easily if penetrated as well as lack sloping on the face plates so they don't bounce shells.
- Base detection of 18 km and 13.8km at its lowest, meaning you will take lots of hits as soon as you get detected.
- Lacks torpedoes unlike most Russian cruisers.
- As per usual with Soviet cruisers, the citadel is located high up in the hull.
- Although it has equivalent HP to Tier VIII battleships, it doesn't have the armor to back it up in certain places and cannot take hits for an extended period of time.
Research
Optimal Configuration
Upgrades
The recommended upgrades for Moskva are as follows:
- Slot 1: Main Armaments Modification 1
- Slot 2: Damage Control System Modification 1
- Slot 3: AA Guns Modification 1
- Slot 4: Damage Control System Modification 2
- Slot 5: Concealment System Modification 1
- Slot 6: Main Battery Modification 3
Commander Skills
Moskva plays as a fire-support vessel, but has enough HP to tank quite a few hits if necessary. As a result, commanders should be trained in a similar fashion as battleships, but keep in mind you cannot tank hits for an extended period of time.
Recommended Commander Skills | ||||||||
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Cost (points) |
Endurance | Attack | Support | Versatility | ||||
1 |
★★★ |
★★ |
★★ |
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★ |
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2 |
★★ |
★★ |
★ |
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★★★ |
★ |
3 |
★★ |
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★ |
★★★ |
★★★ |
★★ |
4 |
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★★ |
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★★ |
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★★★ |
Key: ★★★ - Extremely Useful ★★ - Frequently Useful ★ - Occasionally Useful No stars - Meh Χ - Not recommended |
Consumables
Moskva can equip the following consumables:
- Slot 1: Damage Control Party
- Slot 2: Defensive AA Fire or Hydroacoustic Search
- Slot 3: Surveillance Radar
- Slot 4: Repair Party
Camouflage
Type 1, 2, or 5 camouflage can be equipped for credits; Types 1 or 5 are recommended at a minimum to reduce detectibility range.
Players who wish to spend doubloons can equip Moskva with Type 20 camouflage that lowers her detection radius, reduces the accuracy of incoming shells, reduces her repair costs, and increases the amount of experience she earns.
Signals
Recommended Signal Flags | |||||
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Combat | |||||
★ |
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★ |
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★★★ |
★★★ |
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★★ |
★★★ |
★★★ |
★★★ |
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Note: Use of the Juliet Charlie signal makes detonation impossible.